Eralah -- Artificer -- Aasimar (Angel)

Name: Eralah
Race/Ancestry/Heritage: Aasimar
Class & Level: Artificer 1
Background: Soldier
Alignment: Neutral Good
Experience: 0 xp


ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus; ** includes expertise, if any)

Strength 24
+7 ... Strength Ability Checks
+7 ... Strength Saving Throws
+9 ... Athletics Skill *
360 lbs. ... Maximum Carrying Capacity
720 lbs. ... Max. Push or Drag (Speed -5 ft.)
720 lbs. ... Maximum Lift

Dexterity 25
+7 ... Dexterity Ability Checks
+7 ... Dexterity Saving Throws
+7 ... Acrobatics Skill
+7 ... Sleight of Hand Skill
+7 ... Stealth Skill (Disadv.)

Constitution 23
+6 ... Constitution Ability Checks
+8 ... Constitution Saving Throws *

Intelligence 18
+4 ... Intelligence Ability Checks
+6 ... Intelligence Saving Throws *
+6 ... Arcana Skill *
+4 ... History Skill
+4 ... Investigation Skill
+6 ... Nature Skill *
+4 ... Religion Skill

Wisdom 17
+3 ... Wisdom Ability Checks
+3 ... Wisdom Saving Throws
+3 ... Animal Handling Skill
+3 ... Insight Skill
+3 ... Medicine Skill
+3 ... Perception Skill
+3 ... Survival Skill

Charisma 16
+3 ... Charisma Ability Checks
+3 ... Charisma Saving Throws
+3 ... Deception Skill
+5 ... Intimidation Skill *
+3 ... Performance Skill
+3 ... Persuasion Skill

COMBAT [PHB p. 189]

13 ... Passive Perception
+7 ... Initiative Modifier

Armor Class 19.. Armor worn: scale mail (also see Infusions), shield

30 ft. Speed ... Base distance per move

14 hit points ... 1d8 Hit Dice

2 Short Swords. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. 1d6+7 piercing damage. 
As a dual attack: 2d6+14 total damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)

Dual Wielder
Source: Player's Handbook
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Fire Bolt Cantrip. Ranged Spell Attack: +6 to hit, targets one creature or object within 120 ft. range. Hit: 1d10 fire damage and unattended flammable objects catch on fire.


FEATURES, TRAITS, SPECIAL ABILITIES

Soldier Background [PHB p. 140]

• Feature: Military Rank.

• Tech: Medieval / Steel Age.

• Traits: Former city guard. Harsh manner.

• Ideal: Prove worth beyond rank.

• Bond: Unit rival outranks you.

• Flaw: Exploits authority of rank.


Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: light armor, medium armor, shields
• Weapons: simple weapons, firearms (Artificer class)
• Tools: alchemist's supplies, brewer's supplies, gaming set (dice set), thieves' tools, tinker's tools, vehicles (land craft)
• Saving Throws: Constitution, Intelligence
• Skills: Arcana, Athletics, Intimidation, Nature
• Languages: Common, Celestial


Aasimar Traits [MotM p. 7]
• Creature Type: Humanoid

• Age: 25 years old

• Medium Size (4' 11", 112 lbs.)

• Celestial Resistance (half necrotic and radiant damage)

• Darkvision (60 feet)

• Healing Hands (2d4 once betw. long rests)

• Light Bearer (Light cantrip)


Artificer Class Features [TCoE p. 9]

• Magical Tinkering (4 tiny objects)

• Ritual Casting

Fire Bolt Cantrip. Ranged Spell Attack: +6 to hit, targets one creature or object within 120 ft. range. Hit: 1d10 fire damage and unattended flammable objects catch on fire.

Spellcasting [PHB p. 201]

Spell Attack Modifier +6
Spell Save DC 14

Cantrips Known: Fire Bolt, Mending

Prepared Spells
1st Level (2 slots): Detect Magic, Cure Wounds, Disguise Self, Faerie Fire


EQUIPMENT & TREASURE

Carried Gear [PHB, p. 143]: scale mail (AC 14), shield (AC +2), two (2) daggers, quarterstaff, light crossbow and 20 bolts, alchemist's supplies (measuring balance, flasks, funnels, various substances, etc.), brewer's supplies (boiling pot, tubes, syphon, tank, etc.), tinker's tools (odd toolbox of wires, gears, etc.), gaming set (playing card set), belt pouch, set of common clothes, an insignia of rank, trophy taken from fallen enemy. (This load is about 143 lbs.; add 1 lb. per 50 coins carried.)

Coins & Gems: 10 gold pieces (gp); 6 silver pieces (sp); 34 copper pieces (cp); 3 gems (worth 10 gp each)


MAGIC 

Cantrips Known: Fire Bolt, Mending

Fire Bolt
You hurl a mote of fire at a creature or object within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th Level (2d10), 11th level (3d10), and 17th level (4d10).
Show Attribute List
Attributes
Fire Bolt
cantrip evocation
Casting Time: 1 action
Range: 120 feet
Target: A creature or object within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Mending
This spell Repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or Construct, but the spell can't restore magic to such an object.
Show Attribute List
Attributes
Mending
cantrip transmutation
Casting Time: 1 minute
Range: Touch
Target: A single break or tear in an object you touch
Components: V S M (Two lodestones)
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.


Prepared Spells
1st Level (2 slots): Detect Magic, Cure Wounds, Disguise Self, Faerie Fire

Detect Magic
For the Duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your Action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its School of Magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Show Attribute List
Attributes
Detect Magic
1 divination 
Casting Time: 1 action
Range: Self
Target: Self
Components: V S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Cure Wounds
A creature you touch regains a number of Hit Points equal to 1d8 + your Spellcasting ability modifier. This spell has no Effect on Undead or Constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the Healing increases by 1d8 for each slot level above 1st.
Show Attribute List
Attributes
Cure Wounds
1 evocation
Casting Time: 1 action
Range: Touch
Target: A creature you touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.

Disguise Self
You make yourself, including your clothing, armor, Weapons, and other belongings on your person, look different until the spell ends or until you use your Action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, Objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its Action to inspect your Appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Show Attribute List
Attributes
Disguise Self
1 illusion
Casting Time: 1 action
Range: Self
Target: Self
Components: V S
Duration: 1 hour
Classes: Bard, Sorcerer, Wizard
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Faerie Fire
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the Duration, Objects and affected Creatures shed dim light in a 10-foot radius.
Any Attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being Invisible.
Show Attribute List
Attributes
Faerie Fire
1 evocation
Casting Time: 1 action
Range: 60 feet
Target: Each object in a 20-foot cube within range
Components: V
Duration: Up to 1 minute
Classes: Bard, Druid
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.








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